Energy fuses stack at least up to 6x. And they aren’t 150% of the base–they’re +150%. So I’m getting a +900% bonus on generators within range of 6x energy fuses.
Great to know, thanks for testing. So it looks like they do stack.
Also it looks like I messed up the math for the first 100% in every instance, I think. The first rocket means multiply by 11, not 10. Then the second rocket means multiply by 21, not 20. etc… I don’t think that makes any meaningful difference in the production calculations. For energy, on the other hand…
8e * 5.5 = 44e for a single maxed optimizer
16e * 5.5 = 88e for two groups
8e * 10 = 80e for one group with two optimizers
So even though doing individual groups of eight with a single optimizer each is slightly better, it looks like just putting the second optimizer in the first group and calling it a day could be considered good enough.
Note that your point above remains true in that if you have two groups of eight generators and two maxed optimizers, it doesn’t matter where you put the two optimizers. One on each or two on one ends up with the same 88e either way.
Oh for the love of God.
Thank you! I went back and immediately saw that hallway, and pursued the Warden quest through two more locations, until it abruptly ended without feeling like it ended. So I looked up the quest online and found that there’s a fourth location (the cenote one), tracked it down, and am back on track.
Meanwhile, I’ve been having a blast breeding frogs and setting up ponds–but at the cost of neglecting basic infrastructure. I think it’s time for a third base, one that’s in a wide open plain and is dedicated to crafting. So far I’ve been making it with a single autocrafter that I swap out with new recipes every now and then, but my base is a long way from automated, and I’ve done very little with the trade rocket.
EXCEPT: the T2 storage. Woohoo, these things are great! If you haven’t bought that recipe, I highly recommend it. Just what every hoarder needs!
Speaking of, does anybody have the t6 backpack? It’s not listed on wiki and I think it requires materials that I’ve never seen before. Maybe like a blazar crystal or something.
How big is it?
Yep–requires the fancy crystals that you get via the portals, and it’s friggin’ huge, but I don’t know the stats on it. Definitely worth tracking down if you can!
Speaking of, the portals finally helped me understand why you’d want flares: the wrecks in there are so big that it’s helpful to drop a flare on a corridor that you’ve thoroughly explored.
A Steam update just dropped. Among the changes:
-
Improve terrain performance improvements
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Increased biomass, insects, animals rockets multipliers
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Genetic synthesizer and animals rocket unlock sooner
That middle one seems a biggie; I’m hoping to benefit.
I hadn’t played since posting this. Logging in now, my biomass jumped from 8m to 10m, so it looks like the biomass rocket enhancement does indeed help.
Funny story:
I’m finally setting up a rudimentary version of automated pulsar quartz trade rockets with drones and whatnot. Due to energy constraints I’m starting with just a single t3 extractor for each material, so my rockets will initially launch every half hour instead of every 10 minutes.
I look up where the zeolite cave is on wiki so I can go put an extractor there. I find the osmium cave entrance in the sulfur fields, and was surprised to see my osmium mine there. Guess I forgot where I had put it.
I continue forward until I get to the zeolite cave, where I see an old habitat, which I assume is similar to that bunker setup near the lava fields. As I get closer I notice a beacon on it. Wait a minute…that’s my habitat. I remember finding this cave and building that! Pretty sure I did that before I even knew what zeolite was.
It’s one thing to build a little outpost and forget about it. It’s another thing to forget about an outpost that has a beacon on it. Good Lord.
Reached 5 TTi and escaped. Some spoilers about it in increasing order of spoilerliness (the first is barely a spoiler, etc.):
There are multiple endings.
One of them is the “warden portal” ending.
It involves putting some things in the escape rocket before you go.
Those things are warden keys that you gather throughout the world. There are more than you found in the story already.
You can use the warden key detector to find these (you need at least 10), but it requires solar quartz.
It’s super annoying, though. There’s no radar or beeping or anything. The pedestals just materialize when you get close. I looked up their locations online 'cuz I ain’t got time for that. They aren’t particularly hidden or anything, but you really have to scour the surface. Even knowing their locations, they took a while to collect.
The actual ending “cinematic” is… minimal. But worth it for the Steam achievement, if you’re into that sort of thing.
I am resisting to the urge to read anything past your first spoiler. It’s not easy. Congrats on the win!
I just now got my second energy fuse so I was able to test it first hand. My confusion about the first 100% was well founded; turns out the bonuses don’t add to the original 100%. Bonuses replace it. You can confirm this when you look at a machine to see its production before and after you change fuses.
The headline is you should only ever build eight fusion reactors, and the same would seem to hold true for heaters and drillers.
If you point to a fusion reactor that has no fuses boosting it, it will tell you that it’s generating 1486 energy. If you then put one single fuse boosting it, it will show 2228, which reflects a 50% increase. Meaning it did not add 150% bonus, it now produces 150% total. When you put in the second fuse, it now shows that it’s generating 4457, because the two fuses add up to 300%.
Thus for eight generators, here is how many generators they effectively become with each fuse you add:
Fuses | Effective |
---|---|
0 | 8 |
1 | 12 |
2 | 24 |
3 | 36 |
4 | 48 |
5 | 60 |
6 | 72 |
Every fuse is worth 12 extra generators except the first fuse, which is only worth 4. So you definitely never want to repeat that first fuse result with a second group of generators.
For my game, right before I got that second fuse I maxed out my trade rocket pipeline with three t3 extractors each on zeolite, osmium, iridium and uranium, plus I have three t2 gas extractors making methane and three autocrafters making pulsar crystals. That left me with only 15 energy available. 15! When I plugged in my second energy fuse that I got just now, that 15 went up to over 17,000. I feel like my energy is completely finished with two fuses, but if not, each additional fuse will add another 17,826 energy.
To clarify, it’s technically not maxed. Trade rockets can launch every 10 minutes, meaning a maxed pipeline would produce 25 pulsar crystals every 600 seconds.
Three t3 ore extractors produce 24 mats every 600 seconds, so that’s perfectly on time but one mat short.
Three t2 gas extractors produce 24 methane every 640 seconds, so that’s 40 seconds slow and also one mat short.
Figure 11 minutes per rocket launch. The elegance of having just three of each machine being almost perfect feels good enough.
Now I just need to figure out how many drones I need to keep the trains running on time.
I’ve automated drone production. I don’t know that machines making machines is the smartest move, but it will help my ever-growing extractor builds. Hopefully VIKI doesn’t decide humanity is bad for the planet.
Still 100% annoyed I have to do a timed incubation every time I want another bee larva. Though I might have completed my outdoor farms, the only thing I might need them for is insect spreader rockets, I think.
As far as insect mass goes, I’m starting to build butterfly farms and loading them with larva I’ve found. I found an insect fuse, so I’ll probably be building a new place for the flutterers and an optimizer. Apparently you can find butterfly larva on the ground, with no need for incubation. Picked up a couple that grow into butterflies that look like outer space. Pretty cool, and the 1200% modifier is a nice bonus.
Picked up a couple power fuses, too. I’ll have to rebuild my fusion plant eventually to take advantage of them.
Try production fuses. A single fuse at each material location should put you at 10 minutes, with extra crystals for fusion cells to build up for bigger trade rockets from time to time.
Yeah, that’s not a bad idea. Only problem is they’re too expensive. Even if I find them for free in the wild, I would need four fuses, one for each set of extractors. If I did find four production fuses I’d much rather have 20,000 trade tokens than save 1,000 energy.
Within moments of posting my last post saying how that was all set and getting back into the game I realized I needed to build a fourth extractor at each location. It would be fine to launch my rockets every 11 minutes instead of 10. The problem is if all of my osmium/zeolite/uranium/iridium production is tied up in rockets, I can no longer spend any of those materials on anything else.
A fourth extractor on each resource (plus a fourth gas extractor) lets me use those resources for other things while also keeping the rockets running.
And it turns out the minimum number of drones I need for the trade rockets is 14, which is really not many more than the 8 I have. In order to maximize my drone efficiency in this endeavor I moved everything to the sulfur fields in the center of my iridium, osmium and zeolite extractors, all of which I moved as far as I could in the direction of the drone station to minimize the distance. I then switched my uranium extractors to the top left uranium cave since it was slightly closer to the sulfur fields.
Here is the round trip travel time for a single drone to go from the drone station to the extractor and then back to the drone station:
23 seconds for osmium
30 seconds for iridium
40 seconds for zeolite
220 seconds for uranium
-------
313 seconds for one drone to do a full round
I need 25 full rounds every 10 minutes. 600 / 313 = 1.9 full rounds per 10 minutes per drone, meaning 14 drones * 1.9 rounds = 26.6 full rounds per 10 minutes. I’m assuming the drones won’t be perfectly efficient so I’ll need a little more than 14, but that’s what I will start with.
Why yes, this is exactly the type of game that is perfect for me. This is the kind of strategic planning that I find riveting. I even learned my something new for the day: What a centroid is and how to calculate it.
Start doing portal expeditions and you’ll have more production and energy fuses than you know what to do with.
I have three rockets carrying high quality food continuously, but that’s still only like 3k/hr. I need to greatly increase my rate of token production for… reasons.
I found a solar quartz blueprint. Very weird. Coulda used that a while ago, but it seems basically useless now.
Yes, agreed, I am extremely curious about portal expeditions. My setback there is selling my two production fuses for heat and pressure fuses, and it costs two production fuses to build the portal platform.
Once I finish tossing up the fourth extractor at each resource and then building six more drones, hopefully then my trade token pipeline will be finished. At six trips an hour and 625 tokens per trip that should potentially be 3675 tokens per hour. So hopefully I’m about to begin the play session that will get me 10,000 tokens so I can buy the two fuses to place the portal platform and see what all the cool kids are doing.
I still have not created a single animal building, and my insect production is a disgrace. Just the two butterfly farms and the butterfly dome I originally put up as soon as they were unlocked. (Plus one insect rocket.) That’s when I switched to fixing my heat and pressure and then trade rocket pipeline. And most of that time spent was figuring out how many of each building I need and where to place them.
I feel another efficiency run in my future to go with my raft and subnautica videos… Now that I know what I’m doing I could have done it all so much faster.
T2 beehives produce both bee larvae and honey. Sorta annoying since it means if you need honey, eventually they get clogged with larva. But if you need larva, they produce them at a pretty high rate. Just use the honey to made food or something (which you can sell via rocket if you don’t need it).
If you’re going for speed, I’d probably speedrun the portal. Expeditions produce fuses and trade tokens at a crazy rate. I’m not even sure I’m going to bother upgrading my trade rockets since I can easily make 50k tokens/hr from expeditions. So doing this in a different order doesn’t make much sense.
Nice! Will be doing that shortly.
I guess I could sell back my heat and oxygen fuses to buy two production fuses for the portal platform immediately.
I did this, but then I still haven’t used the portal even now. I’ve been too busy playing Barbie dreamhouse getting everything just right.
The first thing I did was put a fourth extractor for each material. When I got to uranium, the fourth one didn’t fit in the perfect row so I wanted to put up a placeholder foundation to see if I could just move everything one square forward. I went deeper into the cave looking for a single iron and discovered that I had not really explored the rainbow cave as well as I should have. Found lots of blazar, quasar, magnetar and solar crystals, so I spent a bunch of time thoroughly cleaning out the rainbow cave. And it turns out I need those crystals in order to use the portal, so that was fortuitous.
Then I tore down all my outposts and replaced them with just a single t3 extractor and teleporter, plus a beacon if it’s in the open. Next I placed a teleporter in the warden’s paradise for easy 1200% butterfly collection. That turned into upgrading my butterfly farms to t2 and adding two more so that I have one in each of the four corners of my base, plus upgrading my four beehives to t2 for good measure. Then I added the aquarium to my base (finally!) as well as water life collectors and frog farms. Next I added an animal shelter and feeder, but I still haven’t started messing with either DNA or animal traits. But I did place the two advanced DNA machines. Then I completely redid my food growing situation, deconstructing my food growers in the biolab and replacing them with outdoor farms on the roof of the biolab.
This all took hours and hours, and the whole time my trade rocket pipeline was dutifully bringing in 625 trade tokens every 12 minutes or so. (Looks like I need a few more than 14 drones.) So I already have maxed fuses: 3 heat, 3 pressure, 3 plant and 3 oxygen. I also picked up the extra large locker and the t6 backpack, plus a couple each cookie and wheat seeds. (Finding two energy fuses that I didn’t need in the rainbow cave sure sped this up.)
The only thing I still want from trade rockets is the glass dome 3x3 living quarters, so I’ll do as many portal wrecks as needed to get that. Production is more than adequate; around 40m/40m/35m/20m. (I launched a couple more insect rockets.) At this point I’m 91% through mammals and careening towards the end of the game despite still not having even organized the 24 large lockers on the second floor of my base.
I’m just having way too much fun designing my base.
Okay, just finished it. Honestly, similar to Subnautica, the very last bit of play was a letdown from the beautiful just-before-the-last-bit bit. And the ending I chose was a downer, and not a fun downer.
But oh, the penultimate bit! Engineering mammals, and petting them! So so good!
This isn’t quite as good as Subnautica, but that’s the highest bar. I’m really glad I played this, and will definitely revisit it.